- Home /
Waving Grass Behaves Differently When Replacing Built-In Version with the Same Shader
The grass on my terrain is a detail mesh with render mode set to "Grass." The grass waves in the wind as expected.
I wanted to tweak the built-in grass shader (Hidden/TerrainEngine/Details/WavingDoublePass) because it was too shiny, so I downloaded the built-in shader code from the Unity Archive. Version 5.1.1 to match my Unity version. Then I moved the WavingGrass script into my project.
Before making any modifications to the newly added shader script, I tested it. I found that instead of each grass mesh bending the wind realistically as before, each entire mesh now slides around on the ground.
I would have expected the grass to behave exactly the same as before since the shader that I downloaded should be identical to the built-in one that it replaced. I am wondering why the grass is behaving differently.
Thanks!
EDIT: I painted the vertices using a script that came with Advanced Terrain Shader (from the asset store), and it seems to have fixed the problem. I never figured out why replacing the script changed things though.
Your answer
Follow this Question
Related Questions
How can I overwrite the built-in grass shader? 1 Answer
Has line on the edge of the mesh when use fade shader. Any idea how to solve? 0 Answers
Will there be Shader Graph in the built-in pipeline ??? 1 Answer
How to force the compilation of a shader in Unity? 5 Answers
Problem with semi-transparent shader in built-in render pipeline 0 Answers